SetPlayerCheckpoint

From SA-MP Wiki

Sets a checkpoint (red cylinder) for a player. Also shows a red blip on the radar. When players enter a checkpoint, OnPlayerEnterCheckpoint is called and actions can be performed.

Parameters:

(playerid, Float:x, Float:y, Float:z, Float:size)

playerid

The ID of the player for whom to set a checkpoint.

Float:x

The X coordinate to set the checkpoint at.

Float:y

The Y coordinate to set the checkpoint at.

Float:z

The Z coordinate to set the checkpoint at.

Float:size

The size of the checkpoint.

Return Values:

1: The function executed successfully.

0: The function failed to execute. This means the player specified does not exist.

Warning

Known Bug(s):

If a checkpoint is already set it will use the size of that checkpoint instead of the new one.

Checkpoints created on server-created objects (CreateObject/CreatePlayerObject) will appear down on the 'real' ground, but will still function correctly. A pickup can be used instead.

ImportantNote

Checkpoints are asynchronous, meaning only one can be shown at a time. To 'stream' checkpoints (only show them when players are close enough), use a checkpoint streamer.

Example Usage:

// In this example the player's checkpoint will be set when they spawn.// On entering the checkpoint they will receive $1000 and the checkpoint will be disabled.newbool:onCheck[MAX_PLAYERS];
publicOnPlayerSpawn(playerid){SetPlayerCheckpoint(playerid, 1982.6150, -220.6680, -0.2432, 3.0);
onCheck[playerid] = true;
return1;
}publicOnPlayerEnterCheckpoint(playerid){if(onCheck[playerid])// if it's true {GivePlayerMoney(playerid, 1000);
DisablePlayerCheckpoint(playerid);
onCheck[playerid] = false;
}return1;
}